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| If you never experienced A Link to the
Past, or if you didn't experience it when it first came out over a
decade ago, you might not get what the big deal is about this title.
For those of you who were lucky enough to get the opportunity to play
A Link to the Past, you probably would agree it is a wonderful game,
especially considering when it came out. |
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Gameplay
At heart, A Link to the Past is just a blend of the original Legend
of Zelda with a dash of The Adventure of Link. You navigate Link
through Hyrule and the dungeons via a top-down view and choose your
equipment via an item sub-menu. You can initially explore much of
Hyrule, but to progress on to later areas, you must aquire new items
which you get from the dungeons. The Super Nintendo allowed for
a much more complex game system, which can be seen in the vast amount
of items Link can utilize, the enormous dungeons with multiple levels,
the plethora of enemies on screen attacking Link and the challenge
of tough puzzles.
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| Just start with Link's primary weapon, the
sword. Link can now use it in so many ways; he can swing it normally,
he can charge it up to unleash a spin attack, he can hold it out to
poke at things, he can dash with it and he can shoot out swirling
lasers from it. Many of the classic items made a return, like the
boomerang, bombs and bow and arrows, but some of the new ones became
staples of the series. Who can forget the Hookshot, the Bombos Medallion,
the Magic Cape or the Bug-Catching Net? |
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The overworld is laid out in a way where Link can
initially peak around in every single area, but he can't necessarily
access all he sees. Boulders block his path in the mountains, while
stone statues barricade the way into the Desert Palace. I wonder
how many people got stuck trying to reach the Tower of Hera, a puzzle
which forces the player to finally enter the Dark World for the
first time. Besides the essentials of the overworld, there are tons
of secrets hidden throughout the land. Heart containers, rupee caves
and fairy fountains are aplenty in Hyrule.
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| However, the true beauty of the game comes
from the dungeons. Masterfully designed, and probably unmatched even
today, the dungeons in A Link to the Past were both challenging and
numerous. More than just pushing blocks, killing all the enemies or
bombing a wall like in the previous installment, A Link to the Past
made the player truly think in order to progress. Items had to be
used to their full potential in order to advance onward. Those lucky
enough to survive the dungeons were rewarded with extremely awesome
boss battles. You may have heard this already, but each boss truly
feels unique. |
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| The ease in which you control Link is the
crux of this masterpiece. If you played the original installment,
you already know how to operate the sword and your special item. Additionally,
the extra buttons are put to good use. The A Button will later on
allow you to utilize the Pegasus Shoes, an item which makes Link dash
at full speed. Link could also access a graphic map instead of a plain
and blocky grid-map. Bottles allowed Link to store items like magic
potion or fairies. The hookshot could be used to pull Link across
long distances, or pull distant things to him. Bombs could not only
blast enemies and walls, they could blast Link and hurt him (which
is actually a blessing if you know how to exploit it). All future
Zelda games owe their gameplay to this installment. |
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Graphics
A Link to the Past was made relatively early on in the life cycle
of the Super Nintendo, which many would label as a first-generation
title. Even still, the graphical achievement in this game was superb.
The SNES showed off its ability to render layers and scale objects.
This is crucial for all of the dungeons and several areas of the
overworld. The animations of Link as he traverses Hyrule makes it
hard to believe how convincing he looked in the NES games. Enemies
came to life; just knock a guard off the edge into a pit.
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| The overworld truly felt like it flowed
together extremely well, as opposed to the blocky nature of the previous
installments, in which the world radically changed at the advancement
of a single screen. Players will also notice that even though the
screen "scrolls over" at edges, that the screens themselves
will actively scroll with Link to give the effect of a larger on-screen
area. The graphical power of the SNES also allowed for NPCs to exist
in the game, along with a sprawling town in the form of Kakariko.
Hyrule felt alive. |
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| In sharp contrast, the dungeons in the games
were each very unique and had a very dark and grim feel. The Desert
Palace had sand across much of the floor. The Swamp Ruins had water
running through it. The Ice Palace gave our hero trouble as he slid
across the slippery surfaces. The entire game just felt so massive
and alive thanks to the excellent work the graphical design team did
for A Link to the Past. Sure, by today's standards, Four Swords Adventures
and The Minish Cap make A Link to the Past look a bit dated. But not
that dates. Even amongst next-generation two-dimensional games, A
Link to the Past still holds its own. |
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Audio
Sure, The Legend of Zelda established the famous Zelda theme. But
it was A Link to the Past that established nearly every other
great Zelda tune fans have come to love. Would you like us to list
off some of the great hits? How about the soothing melody of Kakariko
Village, the powerful charge of the Light World theme (yes, it's
just another version of the original game's overworld theme, but
it still rocks), the elegance of the Fairy Fountain theme, the majesty
of Hyrule Castle's them or the power of the Dark World theme?
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| Just about every song in this game went
on to become a fan favorite, and many of them have been used over,
and over ... and over again in later installments. But it's not just
the soundtrack. It's the sound-scape. The sound effects in this game
were pretty good. Though the sound of Link swinging his sword sounded
a bit goofy, and the loud bang made when dashing into a wall is a
bit overexaggerated, many of the other effects were nice. Take that
sword and tap it against wall. Notice the ping it makes, especially
when you do it to a weaker section of the wall with a crack. Blows
against armored foes made a clang. Arrows impacting against a surface
made the pop you would expect. |
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| Alright, so maybe by today's standards,
the effects are a bit weird and unrealistic. But this is a fantasy
game, and one that is over a decade old. I don't think I've ever heard
somebody tell me that the sounds in the game annoyed them or detracted
from the game at all. It is just too bad that wit the re-release on
GameBoy Advance a few years ago, Nintendo had to add in those horrific
yells of Young Link from Ocarina of Time. Even still, the sounds give
the game a fantasy tone, which is sufficient. |
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Challenge, Fun and Replay Value
A Link to the Past probably will frustrate gamers who grew up in
the three-dimensional era, but those who somehow missed this gem
the first time around who are familiar with two-dimensional adventure
games should really find themselves at home with this title. Sure,
some of the puzzles will make your brain hurt or cause you to check
GameFAQs, but that's pretty much a requisite (well, at least once
in each game) of a Zelda title. The boss battles, should you actually
find out the key to their weakness (cough, dungeon items, cough),
become a bit more manageable.
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| But this isn't like the newer titles, in
which Link can withstand one-hundred blows before dying. Some bosses
will take down Link in as little as two-to-three blows. So be prepared
to try again frequently on most dungeons. However, the challenge never
gets to the point of frustration, and most will find the challenge
a welcoming element for those pampered by the built-in game aids in
future installments. Also, unlike its three-dimensional brothers,
doing everything in A Link to the Past won't take up the rest of your
lifetime. |
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| Simply collecting the extra heart containers,
finding all the upgrades and locating all the items is the only requisite
of this title. No trophy or statue hunting. No excessive heart container
collecting. No Skulltula or Mask collecting. Everything is very manageable
and very rewarding for the time it takes to accomplish. The pace of
play is very good, with the story developed very loosely in game to
drive the player on. |
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Final Verdict
This is like the Bible of Zelda. If you haven't played it, you
don't know Zelda. If you have, you get it. The graphics and two-dimensional
gameplay may turn off fans who grew up on Ocarina of Time (or joined
the bandwagon then). But if you liked The Minish Cap, you will love
this game. If you can get over your graphic obsession, you will
find that A Link to the Past is truly a great game, and you will
finally understand why fans frequently call out its name when the
discussion of best game ever is thrown around.
Gameplay: 10.0
Graphics: 9.5
Sound: 8.0
Challenge, Fun and Replay Value: 9.0
Final Score: 9.1
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